/Engine/Source/Runtime/Engine/Classes/Engine/StreamableRenderAsset.h
class UStreamableRenderAsset : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
uint8:  1
bForceMiplevelsToBeResident
Override whether to fully stream even if texture hasn't been rendered.
uint8:  1
bGlobalForceMipLevelsToBeResident
Global and serialized version of ForceMiplevelsToBeResident.
uint8:  1
bHasStreamingUpdatePending
Whether some mips might be streamed soon.
uint8:  1
bIgnoreStreamingMipBias
When forced fully resident, ignores the streaming mip bias used to accommodate memory constraints.
uint8:  1
bUseCinematicMipLevels
Whether to use the extra cinematic quality mip-levels, when we're forcing mip-levels to be resident.
FStreamableRend...
CachedSRRState
Gamethread coherent state of the resource.
double
ForceMipLevelsToBeResidentTimestamp
WorldSettings timestamp that tells the streamer to force all miplevels to be resident up until that time.
TArray<FLODStr...
MipChangeCallbacks
uint8:  1
NeverStream
FPerQualityLeve...
NoRefStreamingLODBias
int32
NumCinematicMipLevels
Number of mip-levels to use for cinematic quality.
TRefCountPtr< c...
PendingUpdate
An update structure used to handle streaming strategy.
int32
StreamingIndex
FStreamingRenderAsset index used by the texture streaming system.